Article View: comp.sys.ibm.pc.games.misc
Article #71373Re: What makes a classic? was Re: What's wrong with the industry?
From: tta... ttammi
Date: Thu, 13 Aug 1998 00:00
Date: Thu, 13 Aug 1998 00:00
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7447 bytes
Both posted and e-mailed, as my news server seems to be choking every now and then. Maybe it's because of my lengthy messages? Ps. When I write in uppercase, I am not shouting in anger but underscoring the most important things. Matthew Murray <mmu...@cc.wwu.edu> wrote: >>To each his own, but... why? I think it is one the very best RPGs I've >>ever played. The only real 'flaw' I find in it was that the graphics >>and audio were not impressive at all even back when it was released, >>but... duh. It had a great combat system, good story, lots of things >>to do (sub quests) etc. > >Okay, I have >got< to ask. What exactly did you LIKE about the >combat system? I'll give you both a short and long answer: Short: It didn't have all those serious flaws that so many other CRPGs have in their combat systems. It was a well thought out combat system, unlike in e.g. Ultima 7. Long: I will list the things that I feel are so much better than in many big name RPGs: 1) You can move the characters "freely" in the combat area and it does matter where exactly your characters and the enemies are. In many PC RPGs and also console RPGs like Final Fantasies your characters and enemies are just standing in rows or some formation and hit each others from there, at best there is some obscure option like "advance" for the back row characters. Sorry, but that feels so fake to me. In Betrayal at Krondor, Ultima III or Fallout you will actually have to go after the enemy before you can use your short-range weapons. I like this "action point" combat system the best, like in BaK and Fallout. 2) Related to the previous one: when using long range weapons like bows or some spells, you must make sure there are none of your party members in the line of fire, otherwise you may hit them instead of the enemy. For example in Ultima 3, Dungeon Master and Eye of the Beholder 2 your back row characters can freely shoot arrows and cast fireballs at the enemies _through_ the front row party members. FAKE. (I'm not 100% certain about Ultima III though, but I think your arrows or spells would never hit your party members when the arrow/spell was travelling towards an enemy. I could remember wrong though.) 3) The combat was non-realtime, which makes it more strategic. I like this better than real time combat system like in Dungeon Master, EOB1-2, Lands of Lore (those four were actually semi-realtime), Ultima Underworld, Ultima 7 etc. Ultima 7 is probably the worst example, the combat was so messy in it because of being in realtime, your party members kept killing each other with the more powerful weapons etc. In Ultima Underworld it was handled pretty well, but the drawback was that UUW's combat system is suitable only for single-player CRPGs (unless you have party members which will fight completely on their own, but Ultima 7 just showed what a mess that can be). And it is more about action than strategy really in UUW. 4) The combat system allows you to change your actions DURING a combat round. I don't care if the "choose the actions for all your party members and sit back to see the outcome" style comes from real paper and pen RPGs, but it DOESN'T MAKE ANY SENSE and FEELS FAKE. This flaw is in so many CRPGs, for example Wasteland, Wizardy Gold, earlier Final Fantasies, Bard's Tale series (if I remember right) etc. Let's say you tell your NinjaMaster to kick the leftmost Slimeworm. The Slimeworm moves to a different square or escapes the combat before NinjaMaster's turn. What does NM do in his own turn? "Right, the Slimeworm is now out of my reach. Oh well, the player told me to hit that square anyway, so I guess I'll just kick in the air. Poof!". In games like Betrayal at Krondor and Ultima III you can change the actions during the round to suit the new situations better, which makes so much more sense to me. Oh, so the worm moved. I guess I will make my NinjaMaster to either go after it, throw a shuriken at it, or even go after a whole another Slimeworm instead of just kicking air for no purpose. 5) Your weapons and armor wear down in combat. For some reason only few CRPGs seem to have this besides BaK, namely Ultima Underworld and maybe Darklands from what I've heard. 6) Some things that just make sense to me, for example your spell caster can't cast spells if there are enemies in the nearby squares. How this would relate to real life is that if an enemy fighter was next to your spell caster, he would slice him with his sword before the magician could even start his chanting. This kind of relates how you must be relatively undisturbed before you can use spells. 7) The magic has area of effect, ie. if there are your party members near one of the enemies, it may not be such a hot idea to send a mega size fireball at that particular enemy. Yes I know some other RPGs have this too (Eye of the Beholder 2 for example), but many don't. 8) The combats are not fully random combats like in e.g. Wasteland, Final Fantasies etc. There are BOTH ambushes which you couldn't foresee, but usually you know you are about to enter a fight, thus you can even avoid it if you want to. Makes more sense to me. 9) Related to number 8: There usually isn't an endless supply of enemies and encounters in an area like it seems to be especially in those random combat RPGs. It makes more sense to me that if you have been fighting for half an hour in ten different encounters in a relatively small area, the number of encounters in that area should become rarer all the time. This is another thing that makes the combat seem to have a real purpose (get rid of enemies in an area) other than just trying the get the stats up. I'm sure there are other things too, but those I can think of now. Some people have complained how the combats in BaK were "unbalanced" or too hard. I agree some of the encounters felt very hard (but not even near impossible!), but so they did in some of those earlier Ultimas. I like that, because it gives you a real feel of accomplishment when you finally can kill those pesky enemies guarding the graveyard you've been trying to beat for several times already, after you found that magical enhancement for your armor and weapons and one of your fighters found that better sword from one of the hidden riddle chests. So there. ;-) .
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From: tta...@netlife.fi (ttammi) Subject: Re: What makes a classic? was Re: What's wrong with the industry? Date: 1998/08/13 Message-ID: <35d5192c.3017887@news.netlife.fi> X-Deja-AN: 381553094 References: <35C4CABB.AB796594@injersey.infi.net> <6q3v8l$cdf@news1.emarites.net.ae> <6q7f0a$d03$1@spurs.cableinet.net> <35d5426a.20518183@news.nmp.nokia.com> <6qcnmf$fsq$4@spurs.cableinet.net> <6qflmm$jde@jupiter.planet.net> <35CCA313.90975D6C@pacbell.net> <6qiafn$ejo$4@samsara0.mindspring.com> <Pine.SOL.3.96.980808131851.27411B-100000@titan.cc.wwu.edu> <35cfb728.2597065@news.netlife.fi> <Pine.SOL.3.96.980812223255.24930B-100000@titan.cc.wwu.edu> X-Trace: 13 Aug 1998 22:28:05 +0200, blenny.d.netlife.fi Organization: None MIME-Version: 1.0 Newsgroups: comp.sys.ibm.pc.games.adventure,comp.sys.ibm.pc.games.rpg,comp.sys.ibm.pc.games.strategic,comp.sys.ibm.pc.games.action,comp.sys.ibm.pc.games.misc Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit